#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Materials/MaterialExpression.h"
#include "MaterialExpressionWorldPosition.generated.h"
Go to the source code of this file.
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| enum | EWorldPositionIncludedOffsets : int {
UMETA =(DisplayName="Absolute World Position (Including Material Shader Offsets)")
, UMETA =(DisplayName="Absolute World Position (Including Material Shader Offsets)")
, UMETA =(DisplayName="Absolute World Position (Including Material Shader Offsets)")
, UMETA =(DisplayName="Absolute World Position (Including Material Shader Offsets)")
,
WPT_MAX
} |
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◆ EWorldPositionIncludedOffsets
Specifies which shader generated offsets should included in the world position (displacement/WPO etc.)
| Enumerator |
|---|
| UMETA | Absolute world position with all material shader offsets applied
Absolute world position with no material shader offsets applied
Camera relative world position with all material shader offsets applied
Camera relative world position with no material shader offsets applied
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| UMETA | Absolute world position with all material shader offsets applied
Absolute world position with no material shader offsets applied
Camera relative world position with all material shader offsets applied
Camera relative world position with no material shader offsets applied
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| UMETA | Absolute world position with all material shader offsets applied
Absolute world position with no material shader offsets applied
Camera relative world position with all material shader offsets applied
Camera relative world position with no material shader offsets applied
|
| UMETA | Absolute world position with all material shader offsets applied
Absolute world position with no material shader offsets applied
Camera relative world position with all material shader offsets applied
Camera relative world position with no material shader offsets applied
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| WPT_MAX | |